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Last year's NVIDIA GeForce2 series performed fixed function, per-pixel lighting.
(Image shown is from Giants by Planet Moon.)
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Architectural Details
The NVIDIA GeForce2 GTS performed dot3 and other per-pixel effects through its fixed-function pixel
pipelines. Textures could be combined, using either single pass or multi-pass techniques, to create
effects. There was no loopback, so effects that
needed dependent texture reads, such as true,
reflective bump mapping were simply not
possible.
The GeForce2 texture stage pipeline. Note that the GeForce2 GTS supported only
two texture-blend operations per pass.
The NVIDIA nfiniteFX texture pipeline supports up to eight texture-blend operations, dependent
texture reads, and programmable Pixel Shaders.
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Note that the NVIDIA nfiniteFX architecture doesnt preclude the use of Microsoft DirectX 7 texture
operations. However, if the developer uses the more sophisticated Pixel Shader application programming
interface (API) in Microsoft DirectX 8, more complex operations are possible.
Unlike Vertex Shaders, however, there is no feasible way of emulating this using software. Using Pixel
Shaders on graphics hardware that doesn't support them forces the entire graphics pipeline to run in
software and causing performance to fall by 100x! The NVIDIA nfiniteFX Pixel Shader architecture has
unbelievably fast floating-point performance, and is capable of generating the per-pixel effects with superb
performance.
The figure on the left shows one of the more
sophisticated techniques possible. The object is an
animated, bumpy, reflective surface something
impossible to achieve in real time with previous 3D
hardware.
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Conclusion
The NVIDIA nfiniteFX Pixel Shader architecture represents incredible breakthrough in 3D graphics
hardware. Incorporating blazing-fast floating-point performance, total control at the pixel level, and
programmable shaders, NVIDIAs nfiniteFX engine brings advanced image quality to the PC desktop.
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